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01/14/09, 10:35 AM
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#226
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Von Kaiser
Undead Mage
Lightninghoof
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Originally Posted by Sympa
This is actually exactly the type of addon I have been looking for. My UI has come close to displaying information in this way however I like this way of representing the data much more. I've made an addition to your layout though. I beleive the addon should have an expanding list of debuffs / buffs below it and then it would be complete. Think classtimer or needtoknow type of a function here. This would be the Go to addon as far as DK's are concerned if anyone actually created it.
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Classtimer has a very important failing that most people miss: It does not distinguish between own debuffs and other DK debuffs. Because of this, I abandoned it, and began to use Quartz's debuff bars (surprisingly useful, and can be made to appear the same as Classtimer).
Originally Posted by Wraithlin
For me the ideal would be columnar, and sorted so that simply glancing at the top of the pile would show which runes will come off CD first.
U[-0-]
D[-1-]
F[-3-]
D[-4-]
B[-6-]
B[-8-]
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I like that idea, but a lot of times horizontal layouts fit in better with UIs. For instance, I am using pitbull, and self-portrait, target, ToT, pet, and focus frames are all positioned in kind of a "bar" across the screen (when all are active, placed immediately above my chat frame). Any Vertically oriented rune layout would "mess up" the look of the UI. The idea is to keep frames and addons away from the center of the screen, to allow for maximum viewing, which is vital for positional awareness, but also keep vital information close enough to the normal viewpoint that you do not have to take your attention away from what is happening.
Now, I would advocate being able to change the direction that it points. For instance, you could have it so that the rune closest to activating would be on the far right, or left, or bottom even instead of the top.
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01/14/09, 5:51 PM
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#227
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Glass Joe
Undead Rogue
Smolderthorn
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Originally Posted by Sympa
This is actually exactly the type of addon I have been looking for. My UI has come close to displaying information in this way however I like this way of representing the data much more. I've made an addition to your layout though. I beleive the addon should have an expanding list of debuffs / buffs below it and then it would be complete. Think classtimer or needtoknow type of a function here. This would be the Go to addon as far as DK's are concerned if anyone actually created it.
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This would be perfect IMHO. Really hope someone does something like this.
Seems everyone is putting together mods that show the runes, but not the RP... I'd like to have everything nice and together in one neat little package. This would fit the bill. If you added the buffs/debuffs, it'd be all the better. 
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01/15/09, 8:40 AM
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#228
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Glass Joe
Human Death Knight
Laughing Skull
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Originally Posted by trypt
Does anyone know what the rune mod is in this video? It seems well made, but I haven't been able to find it anywhere.
It has cooldown bars for each rune and an inverted triangle to display runic power.
PTRblood.wmv - FileFront.com
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I have also been searching everywhere for this addon with not luck. If someone knew where to grab this i would apreciate it.
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01/15/09, 5:34 PM
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#229
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UI Whore
Blood Elf Hunter
Mal'Ganis
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UI Layout
To address the concerns of an addon not displaying information clearly enough by using a left to right type approach, EG one horizontal bar that is actually 6 rune timers like have been posted. What about this?
Just have each bar listed as a priority type thing similar to an option magic runes has. Whichever bar will be up next would be listed at the top right under the runic power bar. I've posted more about this on my blog. Can visit in the link below or by clicking the image.
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01/16/09, 2:14 AM
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#230
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Piston Honda
Blood Elf Death Knight
Mal'Ganis
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Originally Posted by Sympa
I've been mulling over this thread and the UI's posted about how we can better display the information. Recently I've also received some questions about the goal I have in mind for how I set up my own UI. To answer these questions I've made a photoshop mockup of what I'd like in the end. I've also been reading the UI forums and seen some interesting debate between displaying information in a horizontal bar format vs a more vertical one.
To address the concerns of an addon not displaying information clearly enough by using a left to right type approach, EG one horizontal bar that is actually 6 rune timers like have been posted. What about this?
Just have each bar listed as a priority type thing similar to an option magic runes has. Whichever bar will be up next would be listed at the top right under the runic power bar. I've posted more about this on my blog. Can visit in the link below or by clicking the image. I'd like to get some discussion going about this and see what you guys think.
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This can't be done with MagicRunes above/Class Timer below? At one point, my UI resembled this (I got magicrunes to put the RP bar at the top by reversing the order of all bars, then manually sorting the order of the other bars) -- if you can't manually set it to the configuration you've sketched, you should probably find a mod to display the RP bar alone, above a magicrunes set to FIFO. Class Timer, as you know, can take care of the lower section...
My current UI uses powerauras to represent everything without bars or text -- I find it extremely powerful in letting me watch my positioning and spell effects, informed of procs/buffs/cooldowns via peripheral vision alone.
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01/16/09, 2:36 AM
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#231
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Von Kaiser
Blood Elf Death Knight
Lightbringer
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Originally Posted by Sympa
Just have each bar listed as a priority type thing similar to an option magic runes has. Whichever bar will be up next would be listed at the top right under the runic power bar. I've posted more about this on my blog. Can visit in the link below or by clicking the image. I'd like to get some discussion going about this and see what you guys think.
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I'm assuming you mean that everything including disease timers wil rotate to the top when they are about to run out or refresh? This would be a big personal preference thing I think.
Personally I really like to have everything in a static place so that I know exactly what I am seeing when I glance over without having to read or anything. This might be solved by distinct color coding of the bars such that it doesn't take much attention to register what is what, but I don't see any advantage for those like myself.
I get annoyed at DoTimer when it shows multiple targets because I lose track of which one is mine and subsequently flub up my priorities, but I haven't gotten around to figuring out how to get it to only display my target.
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01/16/09, 7:40 AM
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#232
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Von Kaiser
Human Death Knight
Argent Dawn (EU)
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Is it really necessary for rune addons to have a runic power bar, since it comes with any common unit frame addon? I can understand people who want it because their runes and unit frames are seperated, which leads me to wonder why would you do that. Is it not easier to have unit frames and runes near each other so you can see your own status in one glance?
Been reading this thread and tried many rune addons and they all seem to have one or more good properties but still lack one I'd like to have. So I came up with my own mock up of how the runes could be shown.

img: B-F-U order, horizontal pairs
It's pretty simple but I find it very readable. The runes on cooldown use the full rune color at 33% saturation (or transparency, changeable through the addon?) and the cooldown text uses the full rune color. Through the addon you could choose to hide either the background or the cooldown text. The rune fill direction could also be changed. You could also change the way the runes are displayed, straight lines (horizontal and vertical) or by pairs (horizontal and vertical). Plus you could change the order of the runes (currently B-F-U) or maybe even have them ordered by cooldown.

img: cooldown order, vertical line
As I said, the rune addons I have tried use one or more of these properties but never all of them. If there is an addon that does all this I apologize for wasting your time and would like to know about the addon. 
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01/18/09, 3:59 AM
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#233
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Von Kaiser
Undead Death Knight
Archimonde (EU)
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Originally Posted by Tgrable
I have also been searching everywhere for this addon with not luck. If someone knew where to grab this i would apreciate it.
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This mod was made by the nurfed developer for serennia and si apparently not available to the public.
Apoco: DK Rune Mod - Page 2 - Nurfed Forums
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01/18/09, 5:25 AM
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#234
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Piston Honda
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I started work on a rune/disease timer addon at the end of beta, with the intent of releasing it by the time WotLK went live. Thanks to RL interference, I really haven't done anything with it since, but after skimming this thread I was inspired to make it available and see what kind of enhancement ideas people have. It's available here, although it's awaiting approval currently. The code is pretty shoddy, and there's really no options to speak of right now. At some point I'd like to add the ability to rearrange the rune order, recolor bars, etc.
One thing that I like that I haven't seen any other mods do (although admittedly I haven't looked very hard) is stack the cooldown bars for like runes, so there's only three rune bars instead of six, to conserve real estate, a concept that was discussed earlier in the thread. From my own experiences using it, the annoying thing that keeps me also running IceHUD's rune module is that with only cooldown bars, there's no way of determining whether a rune is a death rune or its normal type once its off cooldown. For a long boss fight, I tend to get in a rhythm so its not really an issue, but its annoying in between pulls to not be able to tell whether my blood runes are still death runes or if they reverted. I'd love to hear suggestions for how to represent that. I also like the idea of tracking the GCD somehow, although I've yet to see a mod do it in a way that I liked. ShockAndAwe, for instance, displays data similarly and was amazingly helpful on my enhancement shaman, but I never could get used to the GCD bar it had.
Last edited by Aezoc : 01/18/09 at 1:03 PM.
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01/19/09, 4:44 PM
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#235
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Glass Joe
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First, let me warn you in advance that I am a button clicker. I just can't get in the habit of using keybindings. What I would really like to see is a on button cooldown display that works correctly for Death Knights. I think it could be useful even for the keybinders out there. If you made a small bar that only showed a spell that uses each combination of runes, you should be able to gleam almost any information you need about what runes will be available. I was thinking something along the lines of different colored numbers giving indication of what sort of runes a spell would be using.

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01/21/09, 6:16 PM
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#236
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Piston Honda
Draenei Shaman
Shattered Hand
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While not a button clicker, I think I would also prefer my run information to be on my buttons. Although I am not constantly focused on my buttons, they are always in my vision so that I know my gcd/etc. In fact I pretty much ignore my rune indicators now because the cooldown notices on my buttons tell me exactly when a rune is going to be activated. Adding a number countdown (color coded by appropiate rune) would be more than enough information to do what I need.
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01/21/09, 7:43 PM
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#237
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Von Kaiser
Human Death Knight
Anvilmar
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Originally Posted by trypt
Does anyone know what the rune mod is in this video? It seems well made, but I haven't been able to find it anywhere.
It has cooldown bars for each rune and an inverted triangle to display runic power.
PTRblood.wmv - FileFront.com
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Someone named kollektiv is the maker of this addon and will be released soon. (i hope hope)
Sores Apoco: DK Rune Mod - Page 2 - Nurfed Forums
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01/25/09, 7:07 AM
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#238
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Hybrid?
Orc Death Knight
Laughing Skull (EU)
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Originally Posted by Tgrable
I have also been searching everywhere for this addon with not luck. If someone knew where to grab this i would apreciate it.
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The addon is called "Void Runes" by Kollektiv.
A page for it was recently added to curse but no release was tagged yet:
Void Runes - Addons - Curse
In my sneakiness I grabbed r16 of the alpha before the wowace.com repository was made private a few minutes ago.
It looks quite promising but there are definitely rough edges — as you would expect from an alpha.
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01/27/09, 8:39 PM
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#239
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Glass Joe
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I've been using the DeathKnight.info (DKIrunes) mod for my DK and that seems to work well enough once you turn off the damn sword graphic.
While not a Death Knight specific mod, I've found that I've been able to replace a lot of alert and status type mods using Power Auras. Pick a buff, debuff, ability etc. and assign a graphic that will display/hide/animate whenever you specify. I use PA to create a "combo points" type display for my Shaman's maelstrom weapon and I imagine it would be just as useful for a DK to supplement his UI to show diseases etc.
Might be a viable option for those of you who have a very specific design in mind but don't develop wow addons.
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01/28/09, 4:44 AM
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#240
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Von Kaiser
Human Death Knight
Ravenholdt
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Originally Posted by Krames
I didn't know my concept would get that type of response. I love your addition to my current concept and I think, as you said, it's all a DK would need, besides a disease timer of course.
I am going to be working hard on this, but as I stated before, this project is a learning experience for me. If anyone would like to assist me in developing and maintaining this it would be much appreciated.
E: Whoops, didn't read carefully enough. Now I see the disease timer on the right hand side.
EE: On the topic of the Disease timers, some people may want it with this and some may not. I can throw an enable option within the Lua file at the top for everyone to choose.
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If your goal is to make a true all-in-one DK mod (and I like your concept) one thing I'd absolutely love is Killing Machine and Rime indicators. Having customizable reactive indicators (Runestrike, KM, Rime are the ones that spring to mind, although there may be others) would be a godsend coupled with that clean rune timer.
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01/29/09, 3:09 PM
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#241
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Glass Joe
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hmm, trying to make one mod do all can be very dangerous...one 'update' from blizzard and it could be broken in many places. not to mention some may like a feature but not want the others.
it would definitely have to be like Prat 3.0 allowing modules to be disabled w/o breaking the mod.
personally, i use Power Auras to monitor procs (abom. might, etc) and RuneWatch (compact mode) [placed inbetween my unitframe and my target's unitframe; using SpartanUI]
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01/30/09, 9:44 PM
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#242
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Glass Joe
Human Warrior
Neptulon (EU)
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I don't know if this sort of thing has been brought up (I did a quick search for dogtag and got nothing). I had a play around earlier making a few dogtags for runes in LibDogTag-Unit-3.0 and managed to get them working.
Basically there's [RuneCooldown(#)] with # = rune id 1-6 as well as [FrostCooldown]/[BloodCooldown], etc which can take 1 or 2 as an argument and display the cooldown or left without arguments just show the cooldown to a single rune of that type being shown.
I know it's not an all-in-one rune addon, but is there any interest in it? I've never touched lua until today but it was pretty easy to get to grips with, so I could try and advance it a bit.
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01/30/09, 11:45 PM
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#243
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Von Kaiser
Orc Death Knight
Lightbringer (EU)
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Originally Posted by Septih
but is there any interest in it?
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I would be very interested in it, currently using artRunes and Pitbull and being able to use one less addon never hurts.
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01/31/09, 3:43 PM
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#244
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Glass Joe
Human Warrior
Neptulon (EU)
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Originally Posted by Lyssa
I would be very interested in it, currently using artRunes and Pitbull and being able to use one less addon never hurts.
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Well you can download my latest version here:
http://www.ctsamurai.net/Runes.lua
That goes in \Pitbull\libs\LibDogTag-Unit-3.0\Categories
You'll also need to edit \Pitbull\libs\LibDogTag-Unit-3.0\lib.xml and add
<Script file="Categories\Runes.lua" />
ABOVE the line
<Script file="Cleanup.lua" />
or insert it alphabetically if you prefer. If you put it at the end it won't add the tags (Thanks Lyssa for bringing that up.)
so that it actually gets loaded.
I've just added two bits:
Firstly there's NextRune which creates a list of rune IDs with those that are currently on cooldown in front sorted by the shortest cooldown, if none are on cooldown then it simply does 1-6. Without any arguments it'll just return the head of the list, or you can give it a number from 1-6 and it'll return the ID in that position.
To go with that there's also RuneType and ShortRuneType which simply return either the full or short name of the rune id you give it.
So basically you can do this:
[ShortRuneType(NextRune) ShortRuneType(NextRune(2)) ShortRuneType(NextRune(3)) ShortRuneType(NextRune(4)) ShortRuneType(NextRune(5)) ShortRuneType(NextRune(6))]
Which on it's own is pretty useless (because you can't see which ones are available) but used with the other tags you can probably get a decent list going which tells you which rune and when will come off cooldown first.
Let me know if it proves useful. You can also try and give me bug reports/suggestions but I promise nothing!
Last edited by Septih : 02/03/09 at 6:52 AM.
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01/31/09, 8:26 PM
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#245
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Von Kaiser
Orc Death Knight
Lightbringer (EU)
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Absolutely fascinating, thanks for sharing!
I tested it out and came up with this:
It's basically mimicking the "layout" of artRunes perfectly. I found, interestingly, that the update is just slightly faster than artRunes. While I was testing it I put my dogtags right on top just to make sure. It's not much but it is faster.

[Outline][(if IsDeathRune(1) and RuneCooldown(1, known=true) then
RuneCooldown(1):Color("993399")
elseif not IsDeathRune(1) and RuneCooldown(1, known=true) then
RuneCooldown(1):Color("cc3300")
elseif IsDeathRune(1) and not RuneCooldown(1, known=true) then
"*":Color("993399")
else
"*":Color("cc3300")
end) " " (if IsDeathRune(2) and RuneCooldown(2, known=true) then
RuneCooldown(2):Color("993399")
elseif not IsDeathRune(2) and RuneCooldown(2, known=true) then
RuneCooldown(2):Color("cc3300")
elseif IsDeathRune(2) and not RuneCooldown(2, known=true) then
"*":Color("993399")
else
"*":Color("cc3300")
end) " " (if IsDeathRune(3) and RuneCooldown(3, known=true) then
RuneCooldown(3):Color("993399")
elseif not IsDeathRune(3) and RuneCooldown(3, known=true) then
RuneCooldown(3):Color("33cc66")
elseif IsDeathRune(3) and not RuneCooldown(3, known=true) then
"*":Color("993399")
else
"*":Color("33cc66")
end) " " (if IsDeathRune(4) and RuneCooldown(4, known=true) then
RuneCooldown(4):Color("993399")
elseif not IsDeathRune(4) and RuneCooldown(4, known=true) then
RuneCooldown(4):Color("33cc66")
elseif IsDeathRune(4) and not RuneCooldown(4, known=true) then
"*":Color("993399")
else
"*":Color("33cc66")
end) " " (if IsDeathRune(5) and RuneCooldown(5, known=true) then
RuneCooldown(3):Color("993399")
elseif not IsDeathRune(5) and RuneCooldown(5, known=true) then
RuneCooldown(5):Color("3399cc")
elseif IsDeathRune(5) and not RuneCooldown(5, known=true) then
"*":Color("993399")
else
"*":Color("3399cc")
end) " " (if IsDeathRune(6) and RuneCooldown(6, known=true) then
RuneCooldown(6):Color("993399")
elseif not IsDeathRune(6) and RuneCooldown(6, known=true) then
RuneCooldown(6):Color("3399cc")
elseif IsDeathRune(6) and not RuneCooldown(6, known=true) then
"*":Color("993399")
else
"*":Color("3399cc")
end)]
The only thing I'd say it's lacking at the moment is the ability to distinguish death runes from normal runes. Possible to add a DeathRune(x) tag if it's not too much trouble? Not much of an issue while tanking though, but interesting to know sometimes.
Thanks a lot.
EDIT: updated code & screenshot with death runes. Thank you again, it works perfectly!
Last edited by Lyssa : 02/01/09 at 1:53 PM.
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02/01/09, 7:56 AM
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#246
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Glass Joe
Human Warrior
Neptulon (EU)
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Originally Posted by Lyssa
The only thing I'd say it's lacking at the moment is the ability to distinguish death runes from normal runes. Possible to add a DeathRune(x) tag if it's not too much trouble? Not much of an issue while tanking though, but interesting to know sometimes.
Thanks a lot.
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Well you can currently find that out by using (Short)RuneType and getting D or Death back, but I could add the conditional if you like, it's not much work.
Glad you're finding it useful.
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02/01/09, 11:20 AM
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#247
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Von Kaiser
Orc Death Knight
Lightbringer (EU)
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A conditional would be brilliant. I'm not sure if you're familiar with artRunes but it was posted in this thread previously, and I'd like it if I could copy that layout further. It turns runes purple if they're death runes. So something along the lines of
if rune1 is on cooldown and a death rune then cooldowncount:purple or rune1 is on cooldown then cooldowncount:red else *:red
Would find it hard to mimick with the RuneType tag, although I suppose just adding it on a line on top would serve the same purpose (but wouldn't look as pretty  ).
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02/01/09, 11:51 AM
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#248
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Glass Joe
Human Warrior
Neptulon (EU)
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Updated, same download link. Simply returns true or false if the rune id given is a death rune.
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02/02/09, 9:15 PM
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#249
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UI Whore
Blood Elf Hunter
Mal'Ganis
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I am attempting to get this working however I can only assume its a problem with pitbull actually loading the library. Followed the instructions listed however when I input the dogtags all that is returned is when using Seppy's dog tags code and a similar error for Ideya's dogtags. Would love to get this working but am at a bit of a loss.
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02/02/09, 10:37 PM
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#250
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Von Kaiser
Orc Death Knight
Lightbringer (EU)
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Already answered in a PM but for the sake of others that might want to get it to work: the line
<Script file="Categories\Runes.lua" />
should be above the line
<Script file="Cleanup.lua" />
in the lib.xml file, otherwise it returns Unknown tag.
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